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Java EntityPainting.EnumArt方法代码示例

本文整理汇总了Java中net.minecraft.entity.item.EntityPainting.EnumArt方法的典型用法代码示例。如果您正苦于以下问题:Java EntityPainting.EnumArt方法的具体用法?Java EntityPainting.EnumArt怎么用?Java EntityPainting.EnumArt使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在net.minecraft.entity.item.EntityPainting的用法示例。


在下文中一共展示了EntityPainting.EnumArt方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。

示例1: doRender

import net.minecraft.entity.item.EntityPainting; //导入方法依赖的package包/类
/**
 * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
 * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
 * (Render<T extends Entity>) and this method has signature public void doRender(T entity, double d, double d1,
 * double d2, float f, float f1). But JAD is pre 1.5 so doe
 */
public void doRender(EntityPainting entity, double x, double y, double z, float entityYaw, float partialTicks)
{
    GlStateManager.pushMatrix();
    GlStateManager.translate(x, y, z);
    GlStateManager.rotate(180.0F - entityYaw, 0.0F, 1.0F, 0.0F);
    GlStateManager.enableRescaleNormal();
    this.bindEntityTexture(entity);
    EntityPainting.EnumArt entitypainting$enumart = entity.art;
    float f = 0.0625F;
    GlStateManager.scale(f, f, f);
    this.renderPainting(entity, entitypainting$enumart.sizeX, entitypainting$enumart.sizeY, entitypainting$enumart.offsetX, entitypainting$enumart.offsetY);
    GlStateManager.disableRescaleNormal();
    GlStateManager.popMatrix();
    super.doRender(entity, x, y, z, entityYaw, partialTicks);
}
 
开发者ID:Notoh,项目名称:DecompiledMinecraft,代码行数:22,代码来源:RenderPainting.java

示例2: doRender

import net.minecraft.entity.item.EntityPainting; //导入方法依赖的package包/类
/**
 * Renders the desired {@code T} type Entity.
 */
public void doRender(EntityPainting entity, double x, double y, double z, float entityYaw, float partialTicks)
{
    GlStateManager.pushMatrix();
    GlStateManager.translate(x, y, z);
    GlStateManager.rotate(180.0F - entityYaw, 0.0F, 1.0F, 0.0F);
    GlStateManager.enableRescaleNormal();
    this.bindEntityTexture(entity);
    EntityPainting.EnumArt entitypainting$enumart = entity.art;
    float f = 0.0625F;
    GlStateManager.scale(0.0625F, 0.0625F, 0.0625F);

    if (this.renderOutlines)
    {
        GlStateManager.enableColorMaterial();
        GlStateManager.enableOutlineMode(this.getTeamColor(entity));
    }

    this.renderPainting(entity, entitypainting$enumart.sizeX, entitypainting$enumart.sizeY, entitypainting$enumart.offsetX, entitypainting$enumart.offsetY);

    if (this.renderOutlines)
    {
        GlStateManager.disableOutlineMode();
        GlStateManager.disableColorMaterial();
    }

    GlStateManager.disableRescaleNormal();
    GlStateManager.popMatrix();
    super.doRender(entity, x, y, z, entityYaw, partialTicks);
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:33,代码来源:RenderPainting.java

示例3: doRender

import net.minecraft.entity.item.EntityPainting; //导入方法依赖的package包/类
/**
 * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
 * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
 * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
 * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
 */
public void doRender(EntityPainting par1EntityPainting, double par2, double par4, double par6, float par8, float par9)
{
    GL11.glPushMatrix();
    GL11.glTranslated(par2, par4, par6);
    GL11.glRotatef(par8, 0.0F, 1.0F, 0.0F);
    GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    this.bindEntityTexture(par1EntityPainting);
    EntityPainting.EnumArt var10 = par1EntityPainting.art;
    float var11 = 0.0625F;
    GL11.glScalef(var11, var11, var11);
    this.func_77010_a(par1EntityPainting, var10.sizeX, var10.sizeY, var10.offsetX, var10.offsetY);
    GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    GL11.glPopMatrix();
}
 
开发者ID:MinecraftModdedClients,项目名称:Resilience-Client-Source,代码行数:21,代码来源:RenderPainting.java

示例4: doRender

import net.minecraft.entity.item.EntityPainting; //导入方法依赖的package包/类
public void doRender(EntityPainting p_76986_1_, double p_76986_2_, double p_76986_4_, double p_76986_6_, float p_76986_8_, float p_76986_9_)
{
    GL11.glPushMatrix();
    GL11.glTranslated(p_76986_2_, p_76986_4_, p_76986_6_);
    GL11.glRotatef(p_76986_8_, 0.0F, 1.0F, 0.0F);
    GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    this.bindEntityTexture(p_76986_1_);
    EntityPainting.EnumArt enumart = p_76986_1_.art;
    float f2 = 0.0625F;
    GL11.glScalef(f2, f2, f2);
    this.func_77010_a(p_76986_1_, enumart.sizeX, enumart.sizeY, enumart.offsetX, enumart.offsetY);
    GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    GL11.glPopMatrix();
}
 
开发者ID:xtrafrancyz,项目名称:Cauldron,代码行数:15,代码来源:RenderPainting.java

示例5: of

import net.minecraft.entity.item.EntityPainting; //导入方法依赖的package包/类
public static Painting.ArtType of(EntityPainting.EnumArt artType) {
    return map.get(artType);
}
 
开发者ID:NeptunePowered,项目名称:NeptuneCommon,代码行数:4,代码来源:ArtConverter.java


注:本文中的net.minecraft.entity.item.EntityPainting.EnumArt方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。